Heroes, Community & CCL Esports
My Builds My Tiers
Last Edited August 13, 2021

Independent Tracer - Grandmaster Tracer Main

https://www.twitch.tv/Mochrietv

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Hey! I'm Mochrie, and I've been playing Tracer at a Grandmaster level for almost 4 years at the time of writing this. I stream my gameplay regularly, and have several videos available on my YouTube (links for stream and YT available just above this text!) to help teach you to play everyone's favorite mosquito at your best. Feel free to send any questions my way at any of the above links!
1
One-Two Punch
Reduce the cooldown of Melee by 1 second and it gains an additional charge.
One-Two Punch default, and IMO mandatory if you know you will need Bullet Spray or Heavy Handed at 16.

Tracer Rounds allows you to kite better versus Heroes who punish you at short range (Uther, Brightwing, Varian). Also great when fighting in bushes a lot (Battlefield of Eternity). Helps teammates discern Samuro clones from the real Samuro, as well. If I'm going Tracer Rounds, I always go Ricochet at 16.
4
Pulse Generator
Successfully sticking a Pulse Bomb to an enemy Hero heals Tracer for 25% of her maximum Health over 1.5 seconds and refunds a charge of Blink.
Pulse Generator is simply overloaded. It gives an insane amount of healing and is the only 4 to offer mobility, as well. Must-pick.

I think Leeching Rounds has some potential in niche scenarios but you won't really go wrong just taking Pulse Generator.
7
Locked and Loaded
Reactivate Reload within the last 50% of its cast time to increase Tracer's Basic Attack damage by 40% for that magazine.
Locked and Loaded if you can hit it consistently, otherwise Sleight of Hand is fine.
10
Pulse Rounds
Increases Pulse Bomb's range and charge rate from Basic Attacks against Heroes by 100%.
Pulse Rounds is more triggers of Pulse Generator at 4 (yes, it's that strong).

Sticky Bomb can be strong when the enemy team lacks answers to it, such as Unstoppable and Stasis effects.

Quantum Spike when you're playing to burst targets with your team in an aggressive pick-focused comp. E.g. Anub'arak + Tyrande + Tracer, who all go in on one person and delete them.
13
Jumper
Passive: When Blink has no charges remaining, its cooldown charges 150% faster. Casting Blink grants Tracer a Shield equal to 8% of her maximum Health for 3 seconds. This Shield stacks up to 3 times.
Jumper every single game. Untouchable used to be decent, but it's been nerfed and Jumper has been buffed several times.
16
Ricochet
Tracer's Basic Attacks have a 60% chance to hit another nearby enemy, prioritizing Heroes.
Ricochet default. It's a lot of extra sustained damage. It can also bounce into Fog of War and bushes to provide extra safety/scouting.

Heavy Handed to counter Armor (Garrosh, Deathwing, Uther, Cassia, etcetera) and/or when playing with a burst-pick composition (you'll end up picking this in a lot of the same games that you pick Quantum Spike at 10!). You may want to avoid picking this if your comp already has Armor reduction, because multiple sources of Armor reduction do not stack with each other.

Bullet Spray when you absolutely NEED the waveclear.

If I went Tracer Rounds at 16, I only go Ricochet at 16. If I went One-Two Punch at 1, I can go any of these options.
20
Get Stuffed!
Increase Meleeā€™s Pulse Bomb charge against Heroes from 10% to 20%. Hitting an enemy with Melee who is stuck with a Pulse Bomb causes the bomb to instantly explode and knock the target away.
Get Stuffed! is simply the best choice at 20. More charge for Pulse Bomb, tons of playmaking potential, faster burst. It's just too good.
New Season - 7/10/18
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